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Suggestion: More distictive weapons

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  • Littleredfox
    replied
    [QUOTE=TyhmaLapsi;n46992]Starknife: maybe +1 dmg or AP 1, increase throw range to 4/8/16. A slightly more deadly and ranged effective dagger
    /QUOTE]

    That would be a bit much since they don't cost enough to stop them wiping out both Daggers and Shuriken in player's arsenals. Plus probably Hand Axes if you give them +1 Damage.

    Instead adding a pair of edges something like these

    NINJA VOLLEY
    REQUIREMENTS: Seasoned, Athletics(Throwing) d6
    This hero is practiced at making quick and accurate throws. When she’s throwing Starknives or Shuriken she may use them to make an additional attack without increasing the multi action penalty.

    IMPROVED NINJA VOLLEY
    REQUIREMENTS: Veteran, Ninja Volley
    This hero is practiced at making quick and accurate throws. When she’s throwing Starknives or Shuriken she may use them to make a second additional attack without increasing the multi action penalty.

    That gives Shuriken and Starknives a reason to be used (It's basically Rapid Shot for Thrown weapons)

    As for the Scimitar vs Short Sword, I'd give the Short Sword AP1 and the Scimitar may be used Two Hand (if so, itmay Sweep and causes +1 damage), though I will note Cavalry Sabers are Sword, Short and Scimitars are Sword, Long in SWADE.

    I'd drop Mace, Light and Morningstar (is Mace in SWADE) and restore Clubs' only used by thugs and other lowlives note.

    Basically they've added a number of extra weapons without thinking about why.

    Leave a comment:


  • Deskepticon
    replied
    I agree with this sentiment as just a general guide to any setting. Each weapon entry should have unique (even if just slghtly different) stats. A good example is a dagger v. club : both deal Str+d4 damage, but while the club is much cheaper, the dagger can be thrown.

    As mentioned in the OP, these minor differences help to inform character tropes and fighting styles. Suppose a dagger and club both dealt d4 damage with nothing else to distinguish them... having two separate entries would be redundant. Better to just have a generic listing of "light weapon" at that point, and let the player apply a Trapping.

    Leave a comment:


  • TyhmaLapsi
    started a topic Suggestion: More distictive weapons

    Suggestion: More distictive weapons

    I've been reading through the Pathfinder for Savage Worlds Core pdf and I have to say that overall it's looking good! I look forward to trying this out with my players.

    One comment I'd like to raise (I'm putting it here as it doesn't really fit into the other categories, although there might have been something similar mentioned in the feedback section already) is that as someone who has also played Pathfinder for a long time, I've always liked the distictiveness between different weapons. This was even further expanded in 2E Pathfinder where each weapon is very different (maybe even going overboard a bit)
    I really like the way, for example, longsword, falchion, katana and greatsword are implemented as slightly different variations players can use as both flavour and actual mechanical difference for a sword wielder with different fighting styles. However there are a few additional cases where some disctinctiveness could be added. Three prominent examples come to mind:

    - Dagger vs. Starknife
    - Shortsword vs. Scimitar
    - Heavy Club vs. Morningstar

    All three are examples of otherwise identical weapons, except for the fact that the latter one weights and costs more. Sure good GMs and players can create some distictions in how durable for example a morningstar is compared to a big wooden stick or how intimidating a spinning, slashing expert with a scimitar can be, but I think having one of the weapons offer (in terms of game mechanics) only a minor drawback for the increase in cost (excluding maybe special materials later in the game etc.) is maybe a little too much of an oversimplification.
    This is my opinion at least. I know the idea behind Savage Worlds as a system is to be fast and fun and not get bogged down by minute details and I absolutely love the system for it. In this case, however, I feel the slightly added complexity is already there with plenty of the other weapon options so I don't necessarity see the argument applying here.

    Throwing some suggestions quickly to these cases, based in part on how these are different in PF2E:

    - Starknife: maybe +1 dmg or AP 1, increase throw range to 4/8/16. A slightly more deadly and ranged effective dagger
    - Scimitar: AP 1, less average damage than a longsword or katana while offering some benefit to a shortsword
    - Morningstar, again maybe AP 1 would make sense as the spikes can be quite nasty against many types of armour.

    What do you think? Any sense in diversifying the weapons a bit more or are my hours spent decrypting the Pathfinder books shoving a bit too much
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